Pilgrimage, Familiar, Bridge, Ironworks, Scavenger, Artificer, Merchant Guild, Mystic, Wharf, Goons, Peddler
Why did you get even one Ironworks, let alone two? All those gainers, the Bridges they gained which are totally useless here, etc. were your downfall I think. I know you wanted Peddlers, but stick to Goons and maybe Wharf as your Plus Buy.You can't even get peddlers with ironworks(edge case not in kingdom)
Why did you get even one Ironworks, let alone two? All those gainers, the Bridges they gained which are totally useless here, etc. were your downfall I think. I know you wanted Peddlers, but stick to Goons and maybe Wharf as your Plus Buy.You can't even get peddlers with ironworks(edge case not in kingdom)
Why did you get even one Ironworks, let alone two? All those gainers, the Bridges they gained which are totally useless here, etc. were your downfall I think. I know you wanted Peddlers, but stick to Goons and maybe Wharf as your Plus Buy.You can't even get peddlers with ironworks(edge case not in kingdom)
Silver is the best card here costing 4 or less besides your starting potion and possibly estates at the end. Ironworks is complete garbage here.
When I do my scan of this board, there are a few things that jump out.
1. There are no villages.
2. There is no non-terminal draw.
3. There is no thinning, and there is junking
What all of this means, then, is that is basically going to be a big-money game. 1 and 2 alone is usually enough to ensure this, though sometimes with strong trashing and no junking the engine is still the right play.
You're going to want familiars pretty badly, as if junking is there you really need to do it in a game like this. I think Potion/Silver is the correct opening, even though I typically hate doing it. Hitting 6 on turn 3 is great, but it's not that great since they're not going to be able to play that goons consistently for a little while, and goons is really not that much better than a militia here. It's better, of course, but really not by much. Since you can't play multiple, it's just a militia that also gets you a few VP. The +Buy is almost a footnote, since you're not going to be hitting high numbers in this game.
Anyways, what would be my plan for this game?
Basically:
Open Potion/Silver, buy familiars while hitting 3P and you've got a good chance at playing the familiar before the curses run out. Other than that,
3: Silver
4: Silver
5: Mystic, or an Artificer if (A) the average $ value of your deck is above $1.3 or so, or (B) if it's early and the Mystic is going to possibly prevent you from getting your familiar plays in.
6: Goons, probably stop at 3, maybe even do things like pick up a 4th if one is going to miss the shuffle.
Other than that, follow the basic big money gameplay for things like provinces and duchies.
I don't think you're going to do much better than that in a game like this. Big money play requires discipline, you really need to stick to your plan and not do things like pick up an ironworks or a bridge to give yourself the best chance of winning.
Also, as a side-note, no one is talking about Wharf-BM here instead of Goons-BM. On this particular board I think Wharf-BM could absolutely be competitive--you're junked and not thinned so the Goons discard is probably only going to make you discard curses/estates/coppers. If your draws make it so that you're hitting 5 and not 6 in the early-to-mid-game, I would definitely consider Wharf-BM here, even though the downside is that you might draw a familiar or two dead.
I do not agree. Of course, part of your payload is going to be Golds and Silvers. But there is Peddler and Goons on this board.
It is hard to include Peddlers/Goons into a Wharf-BM deck with no village. Not mentioning that discarding attacks are terrible for BM decks.
The plan seems to get Goons ASAP and then buy Peddlers with Familiar, Artificer and/or Mystic help.
Not mentioning that discarding attacks are terrible for BM decks.
Does that sim take Pilgrimage into account? Playing against a bot a few times, it seems to really help Wharf-BM.